Each side's units on the battlefield map take
on major military actions such as movement, attack, occupation, and
boarding in the Action Phase.
During the action phase, each unit
will either take action other than moving on the spot, take another
action after moving, or take no action.
In addition, units that
have completed their actions in the action phase will be in the
"acted" state, and will not be able to act until the next
turn. However, you can take reactive actions, such as another unit
boarding the actuated unit or the acted unit fighting back against an
attack from an enemy unit.
When a unit takes various actions, it may be restricted by the following factors:
Out of fuel and ammunition
If you don't have enough fuel to
move, you will not be able to move. Similarly, if you don't have
enough ammo for a battle, you won't be able to launch an attack or
fight back when hit.
@When ordering a unit on your side, you must first select that unit.
To select units, follow these steps: In either
case, after selecting a unit, the action palette will be displayed
and the player will wait for action instructions. @
*
To cancel the action instruction wait, right-click on the battlefield
map.
Normal
unit selection
@If
there are no other units in the same hex on the battlefield map (no
other units in other elevations), simply click on the desired unit
icon.
When
selecting in a hex with multiple units
@To
select a specific unit in a multi-unit hex, click on the hex to
display the unit selection menu, then click on the desired unit to
select it. The order of units on the selection menu is the same as
the order of stacking in the altitude hierarchy. When
the battlefield map is set to [3D view], click the target unit
directly to select it.
@
To select an on-board / arriving
unit
@To
select a unit on board / arriving in another unit, first click on
the unit to select it and bring up the Action Palette. Then, execute
the [Start / Descent] command to display the unit selection menu,
and select the target unit.
@Various basic information about the selected unit can be confirmed on the [Information Panel]> [Unit Information] [Armed Information] menu, and on the [Unit Information] [Armed Information] panel displayed on the left side of the game screen. The displayed contents are as follows in order from the top.
Weapon NameFThe names of the weapons that make up the unit.
Weapon type FThe weapon types of the weapons that make up the unit are displayed with a mini icon and the specific weapon type name. Double-click to display the "Detailed unit information" dialog.
Number of FThe current number of trains and the maximum number of trains are displayed side by side.
Durability FThe durability of each aircraft currently making up the unit is displayed with mini icons.
uLv.vFA unit level that indicates the unit's combat skill. When the battle reaches a certain level after repeated battles, it goes up from E to D to C to B to A to S. The higher the level, the better the battle.
Experience graph FIf you survive the battle, this bar graph will go up. When the tank is full, the unit level increases by one.
FuelFThe current loaded fuel and the maximum loaded fuel when full are displayed.
uALTITUDEvFThe altitude tier where the unit is currently located is displayed with the hierarchy name and graphic.
uCONDITIONvFDisplays the status of units, such as whether other units are "loaded" and whether they have been [blocked] by an ECM attack from an enemy unit ("R block").
yArmed intelligence zPanelFThe contents of the armed pack that the unit is currently equipped with, the weapon name, attack performance, and the number of remaining ammunition of each weapon are displayed.
Selection of active units / other
units and unit information
@If
you select an active unit that has already completed the action in
that turn or an enemy ally or an allied ally, the unit information
will be displayed on the [Unit Information] and [Armed Information]
panels.
When a unit is selected, an action palette
appears.
On the Action Palette, there are buttons for [Move],
[Occupation], [Attack], [Deform], [Boarding / landing / landing],
[Interference], [Replacement], [Search], and [Start / Descent]. Only
buttons for actions that the unit can currently perform are
activated. There are also buttons whose names change depending on
what can be executed.
Click the button to take these actions on
the spot. On the other hand, you may be able to take another action
after moving. In addition, [Search Enemies] and [Start / Descent] can
be executed at any time, regardless of whether the unit has already
acted.
* To cancel the display of the
action palette, right-click on the battlefield map.
@Moving units on the battlefield map is called "moving." Movement is the most basic element of military action, a modest but very important action. It is often used in combination with other actions, such as simply moving, moving and attacking, and moving and boarding.
Locomotion
@When
a unit moves, the movement power set for each type of weapon that
composes the unit is consumed. Basically, a unit with greater
movement can travel farther with a single move. In addition to
"normal movement", there is "high-speed movement"
that can be reached about 1.4 times as far as that.
The
movement power is used every turn, and the remaining value cannot be
carried over to the next turn. However, the expenditure that has
been spent will be restored in the next turn.
Terrain,
altitude class, movement type and consumption movement power
@The
range of units that can move is determined by the expenditure
movement of the terrain they pass through. The amount of movement
you spend on which terrain depends on your altitude and movement
type. Check the specific movement cost in the [Movement Type Table]
window.
If you do not have enough movement to enter a new hex,
you will not be able to enter that hex.
The range of movement
derived from the terrain's expenditure movement and unit movement is
automatically calculated by the computer. It will.
Movement
and fuel
@Each
unit has its own fuel. Normally, each use of movement power consumes
one fuel. At high speeds, twice as much fuel is consumed.
When
the fuel reaches "0", the unit cannot move until it is
replenished. If the unit is an aerial unit and is not landing, it
will have crashed and will disappear as soon as the move is
complete.
Aerial units are considered to consume one-fourth
their normal movement power to stay in the air every turn without
moving at all. However, it does not consume fuel when landing at an
airport or landing on a carrier or helicopter carrier.
Fuel is
replenished during the refueling phase at the start of the turn,
either directly above the building, adjacent to its own resupply
unit, or by landing on a carrier or helicopter carrier. For more
information, see "Supply / Repair / Replenishment".
One
unit per hex at the same altitude
@A
unit cannot enter or pass through another hex in the same hex at the
same height level (although a friendly faction can do so). Also, no
two units can occupy the same altitude hex at the end of a move. The
exception is when boarding / landing on a transport unit.
@Conversely,
multiple units can be in the same hex at different elevation levels.
Territory
iZOCZone
Of Controlj
@Around
the unit, there is a "Zone of Control (ZOC)" that affects
the movement of other units. ZOCs occur in six hexes around the same
level where the unit is located, and two hexes directly above and
below.
If an opposing faction enters these ZOCs, it must end
its movement immediately. If you start moving from within the unit's
ZOC, you can move until you enter the enemy unit's ZOC again.
If
there is no way to attack the enemy's unit (out of ammo or lack of
attack), no ZOC will occur and you can continue to move adjacent to
that unit.
Possibility of encounter
@If
you enter the ZOC of an enemy unit that was out of sight of the
enemy unit before moving, you will be unilaterally attacked by that
enemy unit.
Click the [Move] button on the action palette.
The height
hierarchy menu and the range of movement in that height hierarchy
are displayed in hex frames. It will not be).
The green hex
frame indicates the range of normal movement, and the red hex frame
indicates the range of high-speed movement.
First, select the
altitude layer you want to move with the button. Then click on the
destination hex.
The travel route will be displayed, so if
you want to perform the move, click the destination hex again. If
only the movement route is displayed, right-click on the battlefield
map to return to the movable range display.
If you want to take
another action after moving, select an action from the action
palette that appears again. If no other action can be taken after
moving, or if a specific action is automatically executed after
moving, the action palette will not be displayed and the movement
will be completed immediately.
If you want to simply move when
another action can be taken after moving, click the unit icon after
moving.
@"Occupying" enemy factions and neutral buildings can benefit from increased funding income, increased fuel supply, and more supply, repair and replenishment bases. The occupation of the capital, which is also a victory condition, is particularly important.
Occupiable Terrain and Occupiable
Units
Only
enemy factions and neutral buildings can be occupied.
Only
units capable of occupying can take over. There are two types of
occupation abilities: "occupation" abilities that can be
occupied after moving, and "pre-occupation" abilities that
can only be occupied before moving. Only the infantry type units
have the "occupy" ability.
Aerial Mobile Infantry can
only be occupied the next time you land and land.
Move the occupation squad over the building you want to occupy.
Click the [Occupation] button on the action palette.
An occupation action is performed. When the occupation is complete, a message will be displayed stating that the occupation is complete and the building color will change to your camp color.
@The action of your own squad fighting an enemy squad is called an "attack."
¡Attack type
@There
are four types of attacks:
Adjacent
attack
šAn
adjacent attack is to attack an adjacent enemy unit. At this time,
if the target being attacked has a weapon that can counterattack, it
will automatically counterattack.
šOnly
units equipped with melee weapons can make melee attacks.
šIf you are adjacent to multiple enemies,
you can only attack one unit.
Indirect
attack
šAn
indirect attack allows you to make a long-range attack on an enemy
unit that is two or more hexes away. At this time, if the target
being attacked has a weapon that can counterattack, it will
automatically counterattack.
šOnly
units equipped with indirect weapons (weapons with a range of 2 or
more) can make indirect attacks.
šIf
more than one enemy unit is in range, you can only attack one unit.
Mega
hex attack
šA
type of indirect attack that applies a long range attack to an enemy
unit two or more hexes away. However, it cannot attack adjacent
enemy units.
šSimultaneously attack
the target hex and 6 hexes (mega hexes) around it.
Damage is
lighter in the surrounding hexes than in the center.
šOnly
units equipped with megahex attack weapons can make a megahex
attack.
BombingiBomb
Attackj
šBombing
(bomb attack) is to attack with a bomb from the air level of the
same hex. Can only be performed on ground units and naval units in
the hex directly below when the bombing unit is on a high or hollow
level. At this time, the bombing is possible even if another unit
exists in the altitude layer between the bomber unit and the target
unit.
šOnly units equipped with
bomb-attackable weapons (such as "2000lbs bomb" or
"1000lbs bomb") can bomb.
¡Encounter
šApart from the attacks that you
set up here, there is also a battle form called an encounter battle.
This is a battle that starts automatically when you move in the
vicinity of an enemy unit that is out of your search range. However,
only if the opposing unit has a valid attack weapon. Also, if you are
adjacent to multiple enemies, only one unit will be attacked.
šUnits involved in an encounter battle will
end their action for the turn at the end of the battle.
¡Factors affecting
the attack
@To
take advantage of the attack, it is necessary to consider the terrain
and altitude of the unit, the unit's attack weapon, the counterattack
weapon, the unit level, etc.
Effective
Attack Weapons and Accuracy
@The
weapons of the unit include anti-aircraft targeting aircraft,
anti-heli targeting helicopters, anti-vehicle targeting vehicles,
infantry targeting infantry, and naval ships. There are six types of
hit rates: anti-ships for submarines and submarines for
submarines.
If the hit rate is "0", it means that you
can not attack enemies of that category. Also, if the accuracy rate
is too low, you can not expect the outcome.
Furthermore,
weapons have their own firepower (attack power), but you must keep
in mind that the greater this is, the greater the damage to your
opponent when hitting.
Use different units (weapons) and
different weapons depending on the type of enemy unit, high
accuracy, and firepower. In addition, please confirm the
characteristics of each weapon in the "Weapon Information"
column of the "Detailed Weapon Information" dialog.
Terrain
and defense
The
terrain of the unit being attacked affects the unit's defenses.
[Terrain List] The higher the value of "Terrain Defense"
in the window, the more advantageous to the defender. Regarding the
counterattack, the terrain where the counterattacked unit is located
also affects the unit's defense.
Unit level
The higher the unit level, the
better the battle.
¡Combat restrictions and post-processing
Can
attack only when there is ammunition
@You
can only attack enemy units if you have a valid attack weapon and
have ammunition. In other words, you cannot attack a tank with a
weapon that has an anti-vehicle hit rate but has a remaining ammo
count of “0”.
Abandon
attack is also possible
@It
is up to the player to force the units that can attack in that
action phase to attack or not. Even if you move and are adjacent to
the enemy unit, you can avoid the battle and end the action as it
is.
Attack
power of units with few machines
@Units
with one knitting machine (one ship) will maintain their maximum
attack power until the aircraft unit is completely destroyed, even
if the aircraft's durability is damaged.
A
unit with two knitting machines (two ships) is calculated with 50%
of their attack power. Also, even if the aircraft's durability is
damaged, the maximum attack power will be maintained until the
aircraft unit is completely destroyed.
Post-attack
processing and impact
šThe
attacking unit is immediately terminated on the turn.
šAs
a result of the battle, the durability of the air frame units that
form units based on the percentage of damage is reduced. When the
durability reaches "0", the aircraft unit is destroyed. In
addition, if all units forming a unit are lost, the unit will be
removed from the battlefield map.
šYou
can gain troop experience.
Recovery of durability and number
of machines
@Durability
damaged in combat can be restored by "Repair" during the
Supply Phase. In addition, the number of knitting machines lost in
battle can be recovered to some extent by "replenishment"
during the supply phase.
Click the [Attack] button on the action palette.
The "Weapon Selection" dialog will be displayed. Click on which weapon to use to decide. At this time, weapons that cannot be used in that state are grayed out.
A target mark will be displayed on enemy units that can be attacked with that weapon. In the 3D view, only units that can be attacked are displayed brightly. Click to specify the enemy unit you want to target.
The result prediction dialog will be displayed. The upper part of the dialog shows both weapon names, types, and unit levels, and the center shows both aircraft icons and their durability, weapons, firepower, and accuracy.
If you click the [OK] button in the battle result prediction dialog, the battle will be processed based on the battle display method set in the "battle display" setting field in the environment setting dialog.
@Units
with weapon types and types of "artillery vehicle" and
"missile artillery vehicle" cannot attack when they are in
a movable vehicle form, but take the form of a position called
"artillery position", "anti-aircraft position",
"anti-aircraft missile position" Will be able to attack.
This is "deformation".
Of course, conversely, each
base can be transformed into a movable vehicle form by “deformation”.
It is an image of unloading equipment from a vehicle and deploying a
missile base, or folding equipment and loading it on a truck.
Damage
during deformation
@If
a deformable unit suffers damage in battle, it will be inherited
when it is transformed into another form. The number of remaining
ammunition is inherited in the same way.
Processing and effects after
deformation
@The
unit that performed the transformation ends its action on that turn.
Click the [Transform] button on the action palette.
The transformation is performed, changing the weapon silhouette of the unit icon.
The presence of another unit in a transport
unit is called "boarding / landing." Usually, the unit
being transported is transported far away with the help of the
transport unit, and when it reaches its destination, it launches,
descends, and leaves the unit.
Boarding / landing is the only
exception where multiple units may end up in the same hex at the same
altitude.
Transportable
units, boardable / landable units
There
are seven types of transport units: transport aircraft, transport
helicopters, transport vehicles, aircraft carriers, helicopter
carriers, landing ships, and transport ships. You can check which
units are included in which type of transport by using the
"Deployment Type" and "Mountable" columns in the
"Detailed Weapon Information" dialog box. Only units that
match the two can board or land.
Also, even if a transport unit
has already acted, you can safely board and land on that unit.
Boarding
/ landing limit
Due
to the limitations of the transport unit's own payload, the number
of units that can be boarded / landed is limited for each weapon.
However, if the unit you are boarding / landing is a transport unit
and you are already carrying other units, the number of units being
transported will not be included in the number of boarded ships.
If
the number of knitting units is reduced due to the damage of the
transport unit in the battle, it is not possible to mount or land
more units than the number of knitting units. For example, if the
number of transport helicopters with 10 units that can be loaded
with 2 units is reduced to 7, the number of units of 2 units to be
boarded must also be 7 or less.
If originally a two-unit
transport aircraft, if it becomes a one-unit aircraft, the number of
units of units that can be boarded will be limited to five or less
at a stretch.
Where
you can board / land
When
taking a boarding / landing action, the transport forces must be on
certain terrain. Please note that units, especially transport
aircraft, can only be boarded / landed at airports and ports, and
that transport aircraft must be landing at the airport.
Boarding / landing restrictions list
Transport troops |
Number of possible troops transported |
Boarding / landing units |
Boardable / landable terrain |
|---|---|---|---|
Conveyor |
2`3 |
Vehicles EInfantry |
Airport (at landing) |
Transport Helicopter |
2 |
Vehicles EInfantry |
Landable terrain |
Conveyor |
1 |
Infantry |
Into possible terrain |
Aircraft Carrier |
5`8 |
Smaller CarriersEVTOLEHelicopter |
SeaEShallow Water |
Helicopter Carrier |
5 |
VTOLEHelicopter |
SeaEShallow Water |
Landing Ship |
4`5 |
All ground units EHelicopter |
SeaEShallow Water |
Transport Ship |
8 |
All ground units |
Sea |
Processing and impact after
boarding / landing
Units
that have boarded / landed will end their actions on that turn.
If
a transport unit suffers durability damage in combat, the units on
board / landing will not be damaged. However, if the number of
transport units is reduced, the units on board / landing will also
lose that number. In addition, if the transport unit itself is
completely destroyed and removed from the battlefield map, the units
on board / landing will also disappear.
Units aboard or landing
on a carrier or helicopter carrier, which is a transport unit of the
ship, will be refueled and re-armed
automatically at the next turn's refueling phase. The landing ship
can be supplied with fuel and ammunition.
Transportation units
with units on board / arriving will have a “¤” symbol
at the top of the unit icon.
If an onboard / landing unit
launches or descends, each unit must be on a specific terrain, just
like onboard / landing. The exception is units that have airborne
capabilities, and while this unit is on board / landing on a
transport / transport helicopter, it can descend anywhere that the
paratrooper can descend, even if the transport / transport
helicopter is not landing. And expand it. You can check the descent
points in the "Airborne" column of the "Terrain
Table" window displayed in the [Information Table]> [Terrain
Table] menu.
¡Boarding transport aircraft, helicopters and transport vehicles during landing
Move the ground unit you want to board to a hex containing a landing or parked transport unit.
The boarding is automatically completed as soon as the transfer is completed.
¡Boarding a landing ship or transport ship
Move the ground unit you want to board to the port, bridge, or shallow hex where the landing ship is located, or to the port where the transport ship is located.
Click the [Board] button on the action palette. Then, boarding is completed.
¡Landing on aircraft carriers, helicopter carriers and landing ships
Move the aerial unit you want to land to the hex where the aircraft carrier, helicopter carrier, and landing ship are located at the "high ground level".
Click the [Arrival] button on the action palette. Then, landing is completed.
“Landing” is the action of aerial units landing on airports such as their own camp or on the “ground” level of a specific terrain in order to supply, repair, replenish, replace, board, start, and save fuel.
Landable
place
Regular
aircraft can only land at the airport. VTOLs and helicopters can
land on some regular terrain in addition to airports. You can see
which units can land on what terrain in the Terrain List window.
Post-landing processing and impact
Units that have landed will end
their actions on that turn.
Once a unit has landed, it will not
consume fuel until it has taken off again. However, aerial units
that are landing will be treated the same as ground units, losing
their original defenses, suffering damage from bombings from the
sky, and being attacked by ground units with ground-based weapons.
Move the aerial unit you want to land on the "low" level to the desired hex.
Click the [Landing] button on the action palette.
Landing is performed.
@Using electronic weapons such as the ECM to neutralize the enemy's ability to search for enemy units within range of the ECM is "jamming."
Units
that can be sabotaged, units that are sabotaged
@Units
capable of interfering have a "jamming" ability.
Post-jam processing and effects
The interfering unit will end its
action that turn.
When you interfere, the number of ammunition
(usable number) of weapon "ECM" is reduced by "1".
In
the [CONDITION] section of the [Unit Information] panel of the unit
that has been obstructed, the "R Interference" indicator
lights. In addition, the enemy's search for blocked units will be
ineffective for only one turn.
Click the [Disturb] button on the action palette.
Jamming is performed.
"Replacement" is the action of exchanging armed packs of weapons equipped by each unit. For example, you can exchange armed packs of fighter units mainly for anti-aircraft weapons and use them for ground attack operations.
Replaceable units and locations
Replacements can only be performed
when the unit is on a building where ammunition is available. If the
aircraft is on a carrier or adjacent to a supply vehicle, it cannot
be replaced because it is not on a building, even if ammunition can
be supplied.
Replacements can only be performed when the unit
has been replenished and fuel and ammunition are full.
Units
with only one type of armed pack cannot take this
action.
Replacement may change the on-board fuel and moving
power (speed).
Units that have been re-armed will end their
actions on that turn.
Click the [Replacement] button on the action palette.
The "Armored Pack Selection" dialog that shows the equipment for each armed pack is displayed. Click the [Pack1] to [Pack3] buttons to select the desired pack.
Click the [OK] button to change the weapon pack.
"Start / Descent" is an action in
which a unit on board / landing on a transport unit leaves the
transport unit and appears on the battlefield map.
Normally,
this action name is “Start”, but when a unit with
“Airborne” capability starts from an airborne transport
or helicopter toward the ground, the action name will be changed to
“Descent”.
Start /
Descent Restrictions
When
an onboard / landing unit launches, the transport unit must be on
certain terrain. This terrain is the same as "Places where you
can board / land".
Airborne troops can only descend on
terrain marked with a “›” in the “Airborne”
column of the [Terrain Table] window.
When descending, the
transport must be directly above the terrain. Also, the altitude of
the transport unit must be low or hollow. If another unit is already
on the ground level, or if the ground level is unsearched, you
cannot descend.
The start / descent can be performed at any
time as the action of the onboard / landing unit, regardless of
whether the transport unit is inactive or active.
Processing and impact after launch
/ descent
@Units
that have started / descent will end their actions in that turn.
@
¡Departures from landing planes, helicopters and other transport units during landing
Click on a transport unit to select it.
Click the [Start] button.
Select the unit you want to launch from the list.
The range of movement of the starting unit is displayed. Select the destination hex.
¡Descent from low altitude / transport aircraft / transport helicopter
Click on a transport unit to select it.
Click the [Descent] button.
When you select the unit you want to descend from the list, the unit descends into the ground hex immediately below.
@Each
unit has a "search area" that can be scouted by radar or
other means. Buildings belonging to each camp also have a “search
area” that allows them to look around.
If an enemy unit
enters the search area, its unit icon will be displayed on the
battlefield map, assuming that its presence has been confirmed.
The
[Search] button provided on the Action Palette is used to check the
range of hexes covered by this search by altitude level. Even if you
do not execute this button, the search will be automatically
performed all the time.
Limit
search range
The
search area is set for each type of weapon that composes the unit,
and for each altitude.
The search range of the Alliance faction
can be used as the search range of the own faction.
If an
aerial unit arrives, there will be no search area in the aerial
hierarchy.
If you receive "jam" from the enemy unit,
the enemy's search will not work.
Influence of search range
You can take actions such as
attacking only the enemy units with the unit icon displayed within
the search area.
If you are adjacent to an enemy unit that is
out of your search range while moving, and the enemy unit's Zone of
Control (ZOC) is active, an encounter battle will automatically
occur and you will be unilaterally attacked.
Click the [Search] button on the action palette.
When the advanced hierarchy button is displayed, click the desired advanced hierarchy button.
Weapon-specific search ranges at that level are displayed.
@During
the first supply phase of each turn, if there are troops in the
resupply point, the spent fuel and ammunition will be restored to
full. This is “supply”.
The
durability of units of units lost in battle will also be restored if
units are in a repairable location during the Supply Phase. This is
"repair".
The units of the
units lost in the battle will recover as long as the units are in a
refillable point during the supply phase. This is "replenishment".
Because replenishment, repair, and replenishment
actions are not independent commands, no buttons are displayed on the
action palette.
A place
where replenishment, repair, and replenishment is possible
Each unit can receive fuel,
ammunition, repair and replenishment when in the new supply phase
while on its side's city (capital), airport or port.
Aerial units landing on aircraft carriers,
helicopter carriers, and landing ships can receive fuel and
ammunition refueling and repairs (excluding landing ships) at the
new supply phase.
Landing
helicopters and VTOL aircraft and ground units will also be able to
refuel and ammunition when in a new refueling phase when adjacent to
a refueling vehicle. Similarly, naval units may receive fuel and
ammunition when adjacent to a supply ship. Aerial units other than
helicopters can only be refueled when adjacent to a refueling
machine. Note that these “adjacent” refers only to the
case where they are adjacent at the same altitude level, and does
not include the case where they are adjacent at the upper and lower
levels.
The following table lists the details of the above
restrictions.
Weapon Type |
Replenishment point (adjacent) |
Repair Place |
Supplementary location |
|---|---|---|---|
Aircraft |
AirportEiRefueling machine * Fuel only j |
Airport |
Airport |
Carrier Aircraft |
AirportEAircraft CarrierEiRefueling machine * Fuel only j |
AirportEAircraft Carrier |
Airport |
VTOL |
AirportEAircraft CarrierEHelicopter CarrierEiRefueling machine * Fuel only jEiSupply vehicle j |
AirportEAircraft CarrierEHelicopter Carrier |
Airport |
Helicopter |
AirportECityEAircraft CarrierEHelicopter CarrierELanding ship EiSupply vehicle j |
AirportECityEAircraft CarrierEHelicopter Carrier |
AirportECity |
Ground Force |
CityELanding ship EiSupply vehicle j |
City |
City |
Ship Force |
PortEiSupply vehicle j |
Port |
Port |
Supply restrictions and effects
@Refueling
aircraft, supply vehicles, supply ships, aircraft carriers,
helicopter carriers, and landing ships are equipped with “supply
supplies”. When other units receive supply, this supply is
consumed. Note that these resupply units cannot resupply each
other.
When refueling, the fuel you have is consumed according
to the amount of fuel.
Funds are spent on ammunition supply,
repair and replenishment. Care must be taken when maintaining
high-priced units, especially when repairing and replenishing units,
because funds are consumed according to the price of the weapons
that make up the unit and the durability and number of aircraft
units that will recover.
In addition, replenishment, repair and
replenishment cannot be performed if fuel and funds are
insufficient.
Move your units to a location where you can resupply, repair, or replenish.
When a new supply phase arrives, the
process is automatically performed in the order of supply for all
units → repair for all units → supply for some units.
At
this time, if fuel or fund runs out on the way, the process will end
at that stage. The number of aircraft units to be replenished is
randomly determined between 3 and 5 aircraft.
* If you check [Confirm when refilling] in the [Preferences] dialog, a dialog asking each unit for confirmation whether to replenish will be displayed. If you click the [Yes] button here, the replenishment will be executed, and if you click the [No] button, the replenishment of the unit will be canceled. This is useful when you are saving money to produce expensive units.
@Units
that are no longer needed can be "disbanded" and deleted.
This command does not appear on the Actions palette.
To disband
a unit, right-click the desired unit in the [VIEW Unit Information]
panel or [Unit List] window. At this point, a dialog asking you to
confirm the dissolution is displayed. Click the [Yes] button. Then
the unit is disbanded and deleted.